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David Kuelz's Blog - Narrative Design Tips I Wish I'd Known. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Ryan Darcey's Blog - A Method For Creative Paper Map Design. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This post was originally published on Ryan Darcey's blog, Making Moves. When designing a new map for your game, it can be extremely difficult, sometimes paralyzing, just trying to figure out where to start. Especially for a designer that's not an "idea guy".
Ron Newcomb's Blog - Three Solutions to Three Problems in Interactive Fiction. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The main difficulty in writing interactive fiction is how so many basic techniques of traditional fiction fail in the new medium. The player's need to examine the text for gameplay clues wrecks the emotional effects the author works to build.

The author's multidimensional characters clouds the player's ability to see the game clearly enough to play it. The player's ability to choose alternate options wrecks the author's carefully orchestrated plot.
Lukasz Hacura's Blog - A few thoughts on game design methods. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
How The Witcher 3's card game within a game was brought to life. Last year’s The Witcher 3 gave players the opportunity to travel the Northern Kingdoms, slay monsters, delve into politics…and ask nearly every single person on the continent if they would like to play a round of Gwent.

At this year’s PAX East, unofficial Gwent leads Damien Monnier and Rafal Jaki of CD Projekt Red gave a presentation (starting at on how the game-within-a-game came to life. Gwent, for the uninitiated, is a deckbuilding card game within The Witcher 3 that lets players buy, steal, and compete for rare cards around the entire game world, facing off with major story characters and random shopkeeps alike.
Josh Bycer's Blog - The Pros and Cons of CCG-based Game Design. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Recently I tried out Forced: Showdown which combined light ARPG play with CCG mechanics to great effect. The use of CCG mechanics is another option in the Game Designer's toolbox to create great games from, but it's important to understand the limitations and rewards for such a game design.

Doom on PC will have an uncapped frame rate, ultra-wide monitor support, id confirms. The Windows PC version of id Software's new Doom will have a lengthy list of graphical options, including an uncapped frame rate and support for 21:9 aspect ratio monitors for wider field-of-view, the developer's chief technical officer confirmed today.

On Bethesda's blog, id CTO Robert Duffy highlighted the range of advanced settings for Doom that PC gamers will be able to take advantage of. Duffy said that some of those graphical options — like the uncapped frame rate and wider FOV — weren't highlighted during the game's beta, but that id Software considers them important, just like the PC gaming community. "PC gaming is in our DNA here at id," Duffy said. "Just like so many of you, we also love to tinker with settings to get the exact experience we want — and every ounce of performance our systems can handle.
" Duffy listed the expected advanced settings that will ship with Doom when it hits PC May 13:

Metrics for f2p games. Jonathan Bailey's Blog - Match Game Mechanics: An exhaustive survey. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article has been updated with contributions from Christopher Floyd, Robert Wahler, Lars Bull and Kevin Ryan. Please continue to share any contributions that you may have.
ExtraCr. Chris Pruett's Blog - The Mechanics of Tension. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This article was originally posted over at Game Dev Daily. Tension, stress, and suspense: these are the bread and butter of a scary game. The best horror games slowly tighten the coil of tension and then release it in short, incomplete bursts. In some ways it is the apex of engagement: the player is so enthralled with the experience that it causes him physical stress. Good horror games have an agenda, and it goes beyond cheap haunted house titillation.

Heuristic. Overview[edit] Heuristics are strategies derived from experience with similar problems, using readily accessible, though loosely applicable, information to control problem solving in human beings, machines, and abstract issues.[1][2] The most fundamental heuristic is trial and error, which can be used in everything from matching nuts and bolts to finding the values of variables in algebra problems.

Here are a few other commonly used heuristics, from George Pólya's 1945 book, How to Solve It:[3] If you are having difficulty understanding a problem, try drawing a picture.If you can't find a solution, try assuming that you have a solution and seeing what you can derive from that ("working backward").If the problem is abstract, try examining a concrete example.Try solving a more general problem first (the "inventor's paradox": the more ambitious plan may have more chances of success).

Watch an untouched version of Alan Wake 2's prototype demo. Earlier this week, we ran a pop-up video walking viewers through the details of a never-to-be-released version of Alan Wake 2. The video was loaded up with interesting facts about the prototype, which may have also obscured some of the things you wanted to see without distraction.
How does Blizzard create Hearthstone's incredible boss encounters?
Ever since they were first introduced in last summer's Curse of Naxxramas add-on, we've been impressed by the single-player boss encounters in Hearthstone, a traditionally competitive multiplayer-focused game. What's special about Hearthstone's bosses is not only that they're challenging encounters that force players to rethink strategies and often build completely new decks. But on top of functioning within this card game, they also work as clever throwbacks to raid and dungeon encounters from World of Warcraft, the MMO that Hearthstone is based on.

This led us to wonder about Blizzard's approach to these complex fights.
Motion Database HDM05. Mocap bip bvh animation for 3ds max and Character studio - Part 3. Cripple walk mocap bip bvh [wp_ad_camp_1] [embed] Cripple / handicapped person sitting on chair, gets up and starts to walk - motion capture bip and bvh ... Cripple walk mocap bip bvh Left hand in pocket mocap bip [wp_ad_camp_1] [video width="452" height="340" mp4=" Casual Walk with left hand in pocket, ... Walk Left hand in pocket mocap bip Man limp walk mocap bip [wp_ad_camp_1] [embed] Motion capture bip animation file of man limp walking slowly.
Using (Free) Mocap Data for Game Character Animation in Unity. I mentioned in my last blog post that I’d experimented with using motion capture data as a way to quickly animate characters for a game jam in Unity. Seeing as I’m neither an artist or an animator, the thought of simply being able to apply a data file of “walking”, “jumping”, “shooting” etc. and watch the character do those actions in a life-like way is very appealing, compared to laboriously editing sprite sheets or tweaking animation keyframes.

Mocapdata.com.

Gaming Tech

Mixamo’s Must-have Guide to Unity’s Mecanim System [Tutorials]
Need to find your way around Unity’s Mecanim animation system, but don’t know where to start? We've put together three guides, for your enlightenment. Find links below to an overview of Mecanim and two levels of tutorials (basic and advanced), plus a demo scene for practicing.

Match 3 info. Quick Tips: Working with vertex colors. Working with vertex colors In this Design Unity Cookie Quick Tip, We will be discussing how we can paint vertex colors in Blender, Maya and 3Ds Max to use in Unity. Blender Starts at: 00:00, Max starts at 09:05, Maya starts at 07:10.

1a080906c5d2c19e7fa40711ad0f8f64. Tips and Tricks: Rigging – Joint Orientation - Eyad's Blog. I specially wrote this “Tips & Tricks” for new character riggers who have confusion about joints orientation in Maya… So let’s get started :) If you create a joint in Maya, and then open its attributes, there are two important things, Rotate and Joint Orient. When we start working on character rigs, we have to make sure that the Rotate values on X,Y,Z are always ZERO, why? Because the Joint Rotation values will be connected later to character controls and nodes, for example when you are ready to connect the hand control to the hand joint, you are completely sure that they have the same values, which are 0,0,0. The question is, how can we build a rig without changing the rotation values of the joints?

Here the Joint Orient come to play its role, the joint orient specifies the orientation of the joint’s local rotation axis.
Miracle Of Sound. Framed is Hideo Kojima's Favorite Game of 2014. This award-winning, noir puzzle game is Metal Gear Solid creator Hideo Kojima’s game of the year. Hideo Kojima recently announced to the world that his favorite game of the year was the iOS puzzle title, Framed. This obscure title focuses on rearranging the context and circumstances of traditional action game mechanics (running, jumping and shooting) instead of controlling them directly.

Inspiration

Seeing Red: The story of CD Projekt. I travel to Warsaw in Poland to visit CD Projekt, celebrated house of The Witcher, and there's one thing I discover that I can't stop telling people: The Witcher 2 was very nearly canned, and the entire company almost collapsed. It was 2009, two years after the first The Witcher, and the global economic crisis had CD Projekt on its knees. The money from the first game had been burned trying to clear up the mess of The Witcher: White Wolf, the console game that never was. Elsewhere, the publishing-distribution business CD Projekt was founded on had become a black hole, sucking money away, and GOG was barely big enough to sustain itself.
The BioWare Store - ME2 The Team Lithograph - Lithographs - Art.

Mass Effect 3 Video Game Wall Graphics: The Team Wall Art. Additional Information. Pixar's 22 Rules of Storytelling. The Game Bakers – Money and the App Store: a few figures that might help an indie developer. Watch Rudy (1993) Online Free Full Movie Streaming and Download.